Shipped Titles
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Kingdom Boss
by Boss Fight Entertainment Aug. 2020 - Jan. 2021 Kingdom Boss is "a next level RPG packed with action, strategy, and adventure. Get ready to embark on a mighty battle between good vs evil, in a realm that’s crumbling under the control of the Blight enemies. A powerful leader is needed to build an all-mighty combat squad of Epic Heroes who can grow the stronghold, overthrow the dark forces, and save the kingdom." My Role: VFX Artist Created VFX for Kingdom Boss in Unity primarily using their Shuriken Particle System along with the studio's proprietary tools, while working along side animators, designers, and programmers to ensure all goals were accomplished with optimal art. Primary Responsibilities: - Developed 3D meshes, 2D textures, and Shaders to make real-time VFX. - Concepted, created, and maintained VFX for hero abilities, timed to character animations and designs. - Created ambient environment VFX for main town. - Improved UI appeal by adding VFX and motion graphics in key areas. - Facilitated the art team’s pipeline by helping out in any bottleneck areas. Other Responsibilities: - Collaborated with engineers to improve art tools and smooth the art pipeline. - Discovered, troubleshot, and fixed bugs with VFX, animations, and shaders. |
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myVEGAS Bingo
by Boss Fight Entertainment and Playstudios June 2020 - Aug. 2020 myVegas BINGO is "Bingo taken to a whole new level. From the stunning graphics to the energetic animations to the playful power up’s, myVEGAS Bingo has it all. Each time you play, you’ll have access to the most exclusive rooms and iconic resorts on the Las Vegas Strip – like MGM Grand, Bellagio, and Excalibur." My Role: VFX Artist Created VFX for myVEGAS Bingo in Unity primarily using their Shuriken Particle System, Timeline, and proprietary tools. Primary Responsibilities: - Developed 3D meshes, 2D textures, and Shaders to make real-time VFX. - Created and maintained VFX for powerups, room and world ambience, and celebrations. - Improved and integrated outsourced VFX packages commissioned prior to my joining the project. - Improved UI appeal by adding VFX and motion graphics in key areas. - Facilitated the art team’s pipeline by helping out in any bottleneck areas. Other Responsibilities: - Collaborated with designers to improve visual appeal of different areas to drive player conveyance and improve flow. |
Orcs Must Die! Unchained
by Robot Entertainment Jan. 2016 - July 2017 "Orcs Must Die! Unchained (OMDU) takes the award-winning Orcs Must Die! action tower defense game to a whole new level with team-based gameplay! Bust skulls with your best pals in PvE co-op Survival, or put your teamwork to the real test in Sabotage Mode!" My Role: Prop/Environment Artist Created art assets for OMDU, as well as implemented them into Unreal 3 for use in game. Additionally, worked directly in the levels to build more immersing environments with intractable objects and scripted events associated with gameplay. Primary Responsibilities: - Aided in construction of levels through visual asset creation and technical implementation. - Modeled, sculpted, and textured environmental and prop assets, both organic and hard surface. - Assisted in building, set dressing, and lighting game levels. - Facilitated the art team’s pipeline by helping out in any bottleneck areas. Other Responsibilities: - Established and maintained environment shaders and materials. - Created particles and VFX to build atmosphere and immersion in levels. - Set up and maintained physics properties for all dynamic props. - Rigged, skinned, and animated skeletal meshes for secondary action in environments. - Scripted triggered sequences to engage players with the world. - Debugged problem assets to make sure art looked and worked properly in game. - Worked as a link between Artists and the Programming and Design departments to make sure all goals were met. |
Looking for more work examples?
See my Indie Projects or Personal Work pages!
See my Indie Projects or Personal Work pages!